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MichaelXt 2490d0cdad Implement Godot-in-the-loop test suite and fix debugger errors (#788)
Fixes for get variables issues
1. Same reference but different variable override fix, which resulted in variables being lost
** Now different GodotVariable instances are used for different variables with same reference
** const replacement = {value: rawObject, sub_values: sub_values } as GodotVariable;
2. 'Signal' type handling crash and string representation fix
** value.sub_values()?.map
3. Empty scopes return fix
** if (this.ongoing_inspections.length === 0  && stackVars.remaining == 0)
4. Various splice from findIndex fixes (where findIndex can return -1)
5. Added variables tests
**  updated vscode types to version 1.96 to use `onDidChangeActiveStackItem` for breakpoint hit detection in tests
1 & 3 should fix https://github.com/godotengine/godot-vscode-plugin/issues/779
2025-02-10 16:56:13 -05:00

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[gd_scene load_steps=3 format=3 uid="uid://bsonfthpqa3dx"]
[ext_resource type="Script" path="res://ExtensiveVars.gd" id="1_fnilr"]
[ext_resource type="Script" path="res://ExtensiveVars_Label.gd" id="2_jijf2"]
[node name="ExtensiveVars" type="Node2D"]
script = ExtResource("1_fnilr")
[node name="Label" type="Label" parent="."]
text = "Extensive Vars scene"
script = ExtResource("2_jijf2")
metadata/_edit_use_anchors_ = true